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Text File  |  1999-08-24  |  7KB  |  198 lines

  1. ;////////////////////////////////////////
  2. ;// SHIP DESCRIPTION FILE
  3. ;////////////////////////////////////////
  4.  
  5. [MAIN]
  6. DESC_TYPE            = SHIP
  7. OBJECT_NAME            = MOHAWK
  8.  
  9. RACE                = BORA
  10. NAME_ID            = MOHAWK
  11.  
  12. EXTERIOR_PAK            = mohawk.pak, mohawk.pal
  13. INTERIOR_PAK            = mhcpit.pak, mhcpit.pal
  14. ;SHADOW_PAK                = cutshdw.pak, cutshdw.pal
  15. GLASS_GLARE             = mohwkgls.pak, warpglas.pal
  16.  
  17. [SOUND]
  18. EXTERNAL_SOUND        = ENG_SHIP5_EXT, ENG_SHIP5_ABL            ;// w/o-burner, with burner
  19. INTERNAL_SOUND        = ENG_SHIP5_THR, ENG_SHIP5_ABL, ENG_SHIP5_VEL    ;// w/o burner, with burner, velocity
  20. INTERNAL_VOLUME        = 50, 100, 40                    ;// w/o buner, with burner, velocity
  21. FALLOFF            = 15000                        ;// in feet
  22. INTERNAL_PITCH        = 32768, 65536                    ;// 0% thrust, 100% thrust
  23. INTERNAL_BURNER_PITCH    = 65536
  24. INTERNAL_VELOCITY_PITCH = 22768, 65536                    ;// speed 0, max ship speed
  25. EXTERNAL_PITCH        = 25000, 65536                    ;// ..
  26. EXTERNAL_BURNER_PITCH    = 65536
  27. BURNER_IGNITE        = ENG_SHIP5_ABON                ;// played when burner ignites
  28. BURNER_OFF        = ENG_SHIP5_ABOF                ;// played when burner turns off
  29.  
  30. [CONNECT]
  31. LAND_POINT            = 6                            ;// collide sphere # of landing point    
  32. PICKUP_POINT        = 5                            ;// collide sphere # of pickup objects point
  33. ENGINE_POINT        = 7
  34. ENGINE_POINT        = 8
  35. ENGINE_POINT        = 9
  36. ENGINE_POINT        = 10
  37.  
  38. [AI]
  39. OBJECT_CLASS        = CLASS_FIGHTER        ;// what class are we?
  40. ;MAIN_TARGET_CLASS        = CLASS_CAPSHIP        ;// who do we really like killing?
  41. TARGET_CLASS        = CLASS_BOMBER+CLASS_FIGHTER+CLASS_CAPSHIP        ;// who do we really like killing?
  42.  
  43. [ROTATION]
  44. YAW_ACCEL            = 0.00030
  45. MAX_YAW_RATE        = 50.0                ;// degrees per second
  46. YAW_DAMPEN            = 0.096
  47.  
  48. PITCH_ACCEL            = 0.00030
  49. MAX_PITCH_RATE        = 55.0                ;// degrees per second
  50. PITCH_DAMPEN        = 0.096
  51.  
  52. ROLL_ACCEL            = 0.00040
  53. MAX_ROLL_RATE        = 140                ;// degrees per second
  54. ROLL_DAMPEN            = 0.07
  55.  
  56. YAW_ROLL_RATIO        = 0.3                ;// percentage of roll that occurs with yaw
  57.  
  58. [SPEED]
  59. ACCELERATION        = 7.0                ;// # of seconds roughly to get to max speed
  60. MAX_SPEED            = 315                ;// top speed without burner
  61. DRIFT                = .96                ;// 
  62.  
  63. [AFTERBURNER]
  64. SUPPORTED            = 1
  65. ACCELERATION        = 1.75                ;// percent of normal acceleration (1.0 = 100%)
  66. TOP_SPEED_BOOST        = 1.75                ;// percent of max speed
  67. RECHARGE_RATE        = 0.025                ;// percent of energy recharged per frame
  68. MAX_ENERGY            = 20000                ;// amount of energy it can store
  69. POWER_USE            = 15                ;// amount of energy used per frame
  70.  
  71. [SIDE_THRUSTERS]
  72. SUPPORTED            = 0
  73. ACCELERATION        = 0.1
  74. TOP_SPEED            = 10
  75.  
  76. [SHIELDS]
  77. MAX_ENERGY            = 17000                ;// shield strength
  78. RECHARGE_RATE        = 0.025                ;// percent of strength recharged per frame
  79. ENERGY_DAMAGE        = 1.0                ;// percent of damage an energy hit can do
  80. PROJECTILE_DAMAGE        = 0.25                ;// percent of damage a projectile hit can do
  81.  
  82. [HULL]
  83. DAMAGE            = 14000                ;// hull strength
  84. ENERGY_DAMAGE        = 0.65                ;// percent of damage an energy hit can do    
  85. PROJECTILE_DAMAGE        = 0.95                ;// percent of damage a projectile hit can do 
  86.  
  87. [ENERGY]
  88. LASER_ENERGY        = 18000
  89.  
  90. [CAMERA]
  91. CAMERA_POINT_SLOT        = 0
  92.  
  93. [WEAPONS]
  94. NUM_WEAPONS            = 7                ;// number of weapon systems
  95.  
  96. [WEAP_1]
  97. TYPE            = LASER_HEAVY_BORA
  98. NUM_MOUNTS        = 2
  99. MOUNT_1_POINT_SLOT    = 3                ;// slot number in 3do of object
  100. MOUNT_2_POINT_SLOT    = 4                ;// slot number in 3do of object
  101. AMMO            = 8
  102.  
  103. [WEAP_2]
  104. TYPE            = LASER_LIGHT_BORA
  105. NUM_MOUNTS        = 2
  106. MOUNT_1_POINT_SLOT    = 2                ;// slot number in 3do of object
  107. MOUNT_2_POINT_SLOT    = 1                ;// slot number in 3do of object
  108. AMMO            = 0
  109.  
  110. [WEAP_3]
  111. TYPE            = TORPEDO_FORTIS
  112. NUM_MOUNTS        = 1
  113. MOUNT_1_POINT_SLOT    = 0                ;// slot number in 3do of object
  114. AMMO            = 0
  115.  
  116. [WEAP_4]
  117. TYPE            = RAILGUN
  118. NUM_MOUNTS        = 1
  119. MOUNT_1_POINT_SLOT    = 0                ;// slot number in 3do of object
  120. AMMO            = 8
  121.  
  122. [WEAP_5]
  123. TYPE            = LASER_LIGHT_GSPAN
  124. NUM_MOUNTS        = 2
  125. MOUNT_1_POINT_SLOT    = 2                ;// slot number in 3do of object
  126. MOUNT_2_POINT_SLOT    = 1                ;// slot number in 3do of object
  127. AMMO            = 0
  128.  
  129. [WEAP_6]
  130. TYPE            = LASER_HEAVY_GSPAN
  131. NUM_MOUNTS        = 2
  132. MOUNT_1_POINT_SLOT    = 3                ;// slot number in 3do of object
  133. MOUNT_2_POINT_SLOT    = 4                ;// slot number in 3do of object
  134. AMMO            = 8
  135.  
  136. [WEAP_7]
  137. TYPE            = LASER_LIGHT_GSPAN
  138. NUM_MOUNTS        = 2
  139. MOUNT_1_POINT_SLOT    = 2                ;// slot number in 3do of object
  140. MOUNT_2_POINT_SLOT    = 1                ;// slot number in 3do of object
  141. AMMO            = 0
  142.  
  143. [HUD]
  144. SHIELD_POS        = 200, 420            ;// position of shield image
  145. SHIELD_SHIP_PCX        = HSHLD_1A.PCX            ;// name of ship's hull pcx
  146. SHIELD_SHIELD_PCX    = HSHLD_1B.PCX            ;// name of ship's shield pcx
  147.  
  148.  
  149.  
  150. ;////////////////////////////////////////////////////////////////////////////////////
  151. ;// S T A R    B A S E    S E C T I O N
  152. ;////////////////////////////////////////////////////////////////////////////////////
  153. [STARBASE]
  154. HALO_PCX        = cutlass.pcx,256,346,37,114,0      ;//filename,width,height,ulX,ulY,alpha
  155.  
  156. [LOAD_MOUNT_1]
  157. MOUNT_PCX       = gld_spr1.pcx,19,200,38,263,4,.5,0          ;//filename,width,height,ulx,uly,frames,rate in seconds,alpha
  158. MOUNT_ITEM        = GALSPAN_LIGHT_LASER            ;//defined in items.cfg
  159. MOUNT_ITEM        = GALSPAN_HEAVY_LASER            ;//defined in items.cfg
  160. MOUNT_MATE        = LOAD_MOUNT_2                    ;//mount to which this is paired
  161. MOUNT_VARS        = PLAYER_WEAPON_MOUNTS,MOUNT_1    ;//correlates to mount in vars.cfg
  162.  
  163.  
  164. [LOAD_MOUNT_2]
  165. MOUNT_PCX       = gld_spr1.pcx,19,200,250,263,4,.5,0          ;//filename,width,height,ulx,uly,frames,rate in seconds,alpha
  166. MOUNT_ITEM        = GALSPAN_LIGHT_LASER            ;//defined in items.cfg
  167. MOUNT_ITEM        = GALSPAN_HEAVY_LASER            ;//defined in items.cfg
  168. MOUNT_MATE        = LOAD_MOUNT_1
  169.  
  170. [LOAD_MOUNT_3]
  171. MOUNT_PCX       = gld_spr1.pcx,19,200,84,246,4,.5,0   ;//filename,width,height,ulx,uly,frames,rate in seconds,alpha
  172. MOUNT_ITEM        = STINGER_MISSILE            ;//defined in items.cfg
  173. MOUNT_ITEM        = TRG                        ;//defined in items.cfg
  174. MOUNT_ITEM        = GATLING_GUN                ;//defined in items.cfg
  175. MOUNT_MATE      = LOAD_MOUNT_4
  176. MOUNT_VARS        = PLAYER_WEAPON_MOUNTS,MOUNT_3    ;//correlates to mount in vars.cfg
  177.  
  178. [LOAD_MOUNT_4]
  179. MOUNT_PCX       = gld_spr1.pcx,19,200,204,246,4,.5,0          ;//filename,width,height,ulx,uly,frames,rate in seconds,alpha
  180. MOUNT_ITEM        = STINGER_MISSILE                ;//defined in items.cfg
  181. MOUNT_ITEM        = TRG                ;//defined in items.cfg
  182. MOUNT_ITEM        = GATLING_GUN                ;//defined in items.cfg
  183. MOUNT_MATE      = LOAD_MOUNT_3
  184.  
  185.  
  186. [LOAD_MOUNT_5]
  187. MOUNT_PCX       = gld_spr4.pcx,45,264,131,256,4,.5,0          ;//filename,width,height,ulx,uly,frames,rate in seconds,alpha
  188. MOUNT_VARS        = PLAYER_WEAPON_MOUNTS,MOUNT_5    ;//correlates to mount in vars.cfg
  189. MOUNT_ITEM        = BLAST_TORPEDO                    ;//defined in items.cfg
  190. MOUNT_ITEM      = SECO_TORPEDO                                 ;//defined in items.cfg
  191.  
  192. [LOAD_MOUNT_6]
  193.  
  194. [LOAD_MOUNT_7]
  195.  
  196. [LOAD_MOUNT_8]
  197.  
  198.